Amin Jalento

Rothel Nelis's page

244 posts. Alias of Troy Malovich.


Full Name

Rothel Nelis

Race

Deva

Classes/Levels

Shaman 17, Scion of Renewal

Gender

Male

Size

Medium, 6'2" 210lbs

Age

24

Special Abilities

Resist 13 Necrotic, Resist 13 Radiant, Resist 10 Psychic

Alignment

Good

Languages

Common, Primordial, Draconic

Occupation

World walker (+2 Nature)

Strength 11
Dexterity 12
Constitution 16
Intelligence 20
Wisdom 22
Charisma 9

About Rothel Nelis

Defenses:
AC - 28
Fort - 25
Ref - 27
Will - 29
(Spirit companion's defenses are the same +2)
(+1 vs attacks from bloodied creatures)
(+3 vs ranged attacks more than 5 squares away)

HP: 67/108 (Bloodied 54) Temps: 0
Surges: 9/10 (Value 27)
AP: 0 (when spent, each ally adjacent to your spirit companion regains 6 HP)

Init: +9
Speed: 6

XP: 46,933

Passives
Insight: 24 (29 vs Illusions)
Perception: 24
+2 Item bonus to save vs charm, fear, or psychic effects.
Half damage from falls, and always land on his feet.

Class Features:
Stalker Spirit: An ally adjacent to your spirit companion adds +5 to the damage rolls against bloodied foes.
Fountain of Life: Healing Spirit uses d8 instead of d6 for bonus healing; target can forgo HP to make a saving throw.
Mending Action: Allies adjacent to your spirit companion regain 6 HP after you use an action point
Striking Surge: When an ally adjacent to your spirit companion uses a second wind, they also gain a +2 to attack and damage rolls until the end of their next turn.

Race Features:
Astral Majesty: +1 to defenses versus bloodied creatures.
Astral Resistance: Resist Necrotic and Radiant of 5+half your level
Immortal origin

Skills:
(*trained)
Acrobatics +9
Arcana* +20
Athletics +8 (+11 for Jump)
Bluff +7
Diplomacy +7
Dungeoneering +14
Endurance* +16
Heal +14
History* +20
Insight +14 (+19 vs Illusions)
Intimidate +7
Nature* +21
Perception +14
Religion* +20
Stealth +9
Streetwise +7
Thievery +9

Feats:
Student of Artifice: Gain Training in Arcana, use Healing Infusion, wield Artificer Implements.
Resilient Spirit: +2 defenses for Spirit companion.
Vigorous Spirit: target of healing spirit regains additional HP.
Focus the Spirit's Lives: Roll 1d10 instead of 1d6 with memory of a thousand lifetimes for Nature checks or Attack rolls using a spirit power.
Implement Expertise (Staff): +1 to attack rolls with staff implement.
Arcane Familiar (retrained at 11th): Rakshasa Claw
Wholesome Spirit: Spirit companion shares same Necrotic and Radiant resist.
Ephemeral Spirit: Spirit companion takes half damage from ranged attacks.
Strengthening Spirit: Allies adjacent to spirit companion gain my Wisdom mod in temp hit points when I use healing spirit.
Ascendant Lineage: When using Memory of a Thousand Lifetimes, and the roll still fails, you do not expend the use of Memory of a Thousand Lifetimes. However, you cannot use the power again until the start of your next turn.

At-Will Powers:
Melee Basic, Verdant Staff +3: 1d20+13, 1d8+3 damage;
Melee Basic, Javelin +2: 1d20+12, 1d6+2 damage;
Ranged Basic, Javelin +2 (10/20): 1d20+12, 1d6+2 damage;

Spirit Infusion; melee spirit 1; one ally
Effect: Your spirit companion disappears, and the target can make a basic attack with a +2 power bonus to the attack roll and a +4 power bonus to the damage roll.

Claws of the Eagle; melee spirit 1; one creature
Effect: One ally adjacent to your spirit companion or within 3 squares of you can make a basic attack against the target. If the ally's attack hits, the target provides combat advantage until the end of your next turn.

Stalker's Strike (Fort); melee spirit 1; one creature
1d20+19 (+21 if target is bloodied)
1d10+9
Hit: Until the end of your next turn, your spirit companion can flank with you and your allies.

Spirit's Fangs (Ref); melee spirit 1; the triggering enemy
1d20+19
1d10+9
Opportunity - Trigger: An enemy leaves a square adjacent to your spirit companion without shifting

Enraged Spirit Attack (Fort); melee spirit 1; one creature
Requirement: The daily power Enraged Spirit must be active in order to use this power.
1d20+19
1d12+9
Hit: If the target deals any damage before the end of your next turn, it takes 1d12 extra damage

Call Spirit Companion; close burst 20
Minor Action
Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks HP. If a single melee or ranged attack deals damage to the spirit equal to 18 or higher,the spirit disappears, and you take 13 damage. Otherwise the spirit is unaffected by the attack.

Encounter Powers:
Spirit of Spring's Renewal(Will); Ranged 10; one creature
1d20+19
3d6+9
Hit: Each ally adjacent to my Spirit Companion can spend a Healing Surge.

XSly Fox Spirit; melee spirit 1; one ally
Effect: The target can make a basic attack as a free action. If that attack hits, a second ally adjacent to your spirit companion can make a basic attack as a free action.

XSpirit of the Killing Shot; melee spirit 1; one ally
Effect: The target makes a basic attack as a free action. If the attack hits, it deals maximum damage. The target gains a +5 bonus to the attack and damage roll.

XRenewing Wash (Ref); close blast 3; one enemy in the blast
1d20+19
2d8+9
Effect: Each ally within the blast can make a saving throw as a free action against an effect that a save can end.

Call Forth the Spirit World; close burst spirit 3
Effect: The burst becomes a zone until the end of your next turn or until your spirit companion is destroyed. The zone moves with the spirit companion, remaining centered on its space. Enemies within the zone take a -2 penalty to attack rolls. Any bloodied ally that starts its turn within the zone regains 5 HP.
Sustain minor: The effect persists.

XHealing Spirit; close burst 5; you or one ally in burst
Minor
Effect: The target can spend a healing surge and regain 6 additional hit points. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 4d8 HP. The target of your healing spirit power can choose not to regain the HP from spending a healing surge and instead make a saving throw.
Special: You can use this power twice per encounter, but only once per round.

Memory of a Thousand Lifetimes; personal
No action
Trigger: You make an attack roll, saving throw, a skill check, or an ability check and dislike the result
Effect: You add 1d6 to the triggering roll, or 1d10 if the triggering roll was a Nature skill check or a spirit attack roll.

Speak with Spirits; personal
Minor action
Effect: During this turn, you gain a +6 bonus to your next skill check.

Daily Powers:
XReparative Spirit (Ref); melee spirit 1; one creature
1d20+19
3d8+9 (or 5d8+9 if spirit is adjacent to an ally)
Effect: At the end of each of your turns until the end of the encounter, one ally adjacent to your spirit companion gains 11 temp HP.

Coils of the World (Fort); area burst 1 within 10; each enemy in burst
1d20+19
2d6+9
Miss: Half Damage
Effect: The burst creates a zone of spectral coils that lasts until the end of the encounter. When any enemy hits an ally who is within the zone, that enemy takes 6 damage.

Enraged Spirit; ranged 20; your spirit companion
Effect: Your spirit companion transforms into the spirit of vengeance until the end of the encounter or until your spirit companion is no longer present in the encounter. While in this form, your spirit companion gains resist 5 to all damage, and you can use the Enraged Spirit Attack power at will.

Protective Roots; close burst spirit 1; you and each ally in burst
Minor action
Effect: Each target gains resistance 3 to all damage until the end of the encounter.

XSpirit of Dawn; area burst 5 within 10
Minor action
Effect: The burst creates a zone of bright light that lasts until the end of your next turn. You and your allies ignore cover, superior cover, concealment, and total concealment when attacking any enemy that is within the zone. While within the zone, any enemy takes a -5 penalty to Stealth checks.

Rain of Renewal; burst 2 within 5
Minor action
Effect: The burst creates a zone that lasts until the end of the end of the encounter. Each ally within the zone gains a +2 power bonus to saving throws and cannot contract diseases from enemy attacks. Each bloodied ally within the zone gains regeneration 5 while within the zone. You can move the zone 5 squares as a minor action.

XHealing Infusion: Curative Admixture/Resistive Formula; close burst 10; you or one ally in burst
Minor
Curative Admixture Effect: The target regains HP equal to its healing surge value +12, and you expend an infusion crafted with your Healing Infusion class feature.
Resistive Formula Effect: The target gains a +1 to AC until the end of the encounter, and you expend an infusion crafted with your Healing Infusion class feature. The target can end the bonus as a free action to gain temp HP equal to its healing surge value +6.

Faces of the Fallen
Minor
Effect: Until the EoE, an enemy that starts its turn adjacent to your spirit companion is weakened until the start of its next turn.

Item Powers:
Healer's Sash; Daily
Minor Action
Close Burst 5, (You and one ally, or two allies) One target loses a surge, the other gains HP equal to surge value.

River of Life Gloves; Daily
Free action
Trigger: You succeed on a Heal check to stabilize a dying creature.
Effect: The dying creature regains 5 HP and can spend a healing surge.

Cat Tabi; Daily
Free action
Use this power when you fall 10 feet or more. You take no damage from the fall and are not knocked prone.

Diamond Bracers; Daily
Minor action
Until the end of the encounter, gain resist 10 against a damage type from which you were dealt damage since the end of your last turn.

XPennant Helm; Daily
Minor Action
Spend a Healing Surge. You don't regain HP as normal. Instead, each ally who can see me can spend a surge.

XBattle Standard of Healing; Encounter
Standard Action
When planted, creates zone burst 5, when you or ally spends a surge, all in zone gain 1 HP.

Equipment:

(Encumbrance 58/110)
Nightmare Ward Drowmesh +3 (lvl 13)
Verdant Staff +3 (lvl 12)
Javelin +2 (lvl 6)
Cloak of Distortion +3 (lvl 14)
Pennant Helm (lvl 14)
Cat Tabi (lvl 8)
Healer's Sash (lvl 11)
River of Life Gloves (lvl 7)
Diamond Bracers (lvl 9)
Battle Standard of Healing (lvl 3)
Adventurer's Kit
Trail Rations (10)
Everburning Torch (2)
Residuum (400)
55pp
20gp

History:
Rothel bears an unusual distinction amongst Deva, he remembers his most recent incarnation prior to this one. This happened as he learned to manipulate the spirits around him in learning the shamanistic ways. The spirit companion he attached to felt very familiar to him, and it wasn't long until he learned that the spirit was purely a fragment of his previous life.

More disturbingly, he had been a Rakshasa. This made the spirit fragment difficult to control. In studying how to overcome this, he picked up some arcane knowledge, which led him to discover that by imbuing a Rakshasa claw with an essence of the spirit, it would give him a level of control over both aspects. After he found the fiend and killed it, he set right to task imbuing the claw with essence of his spirit companion.

Since then he has learned how to harness both shards of his spirit fragment. The spirit is still fierce and wild, and Rothel lets all of his anger and frustration out through the spirit, striving to keep his current incarnation on a gentler path. Knowing he had just been a Rakshasa, he is worried that he will end up back as one if he isn't careful in his actions. The claw can be seen riding gripped around the clasp to his cloak.

Rothel tends to be unapologetically snide to any non-deva he comes across. It is not intentional, and he doesn't realize that his constant sense of superiority gives others a negative outlook on him. Lucky for him, his actions speak louder than his words... most of the time.